US11052310B2 - Game controller systems and methods - Google Patents
Game controller systems and methods Download PDFInfo
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- US11052310B2 US11052310B2 US16/391,059 US201916391059A US11052310B2 US 11052310 B2 US11052310 B2 US 11052310B2 US 201916391059 A US201916391059 A US 201916391059A US 11052310 B2 US11052310 B2 US 11052310B2
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- Prior art keywords
- trackpad
- controller
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- configuration
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
Definitions
- the disclosure relates generally to controllers, for example for controlling a video or computer game, and more particularly to such controllers with improved features and characteristics.
- Game controllers for both console and computer gaming systems are well known, and are commercially available in many different shapes and sizes, and with a wide variety of features, as well as structural and functional characteristics.
- FIG. 1 depicts a front view of a game controller according to some aspects of the present invention.
- FIG. 2 is a block diagram of game controller systems according to some aspects of the present invention.
- FIG. 3 is a block diagram of game controller systems according to some aspects of the present invention.
- FIG. 5 depicts a bottom view of a game controller according to some aspects of the present invention.
- FIG. 6 depicts a frontal perspective view of a game controller according to some aspects of the present invention.
- FIG. 7 depicts a front view of a game controller according to some aspects of the present invention.
- FIG. 9 depicts a rear view of a game controller according to some aspects of the present invention.
- FIG. 10 depicts a frontal perspective view of a game controller according to some aspects of the present invention.
- FIG. 11 depicts exemplary button and other controller actuator bindings and mappings using a game controller according to some aspects of the present invention.
- FIG. 12 depicts an exploded view of components comprising a game controller assembly according to some aspects of the present invention.
- a computer readable storage medium which may be any device or medium that may store code and/or data for use by a computer system.
- the transmission medium may include a communications network, such as the Internet.
- FIG. 2 is a block diagram of game controller systems according to some aspects of the present invention.
- FIG. 2 illustrates certain embodiments of a game controller 130 according to an embodiment of the invention.
- Game controller 130 may include one or more processors 204 , memory 206 , communication interface(s) 208 , user interface 211 including output module 210 and input module 212 , and one or more communication buses 214 for interconnecting these components.
- the communication bus 214 may include circuitry that interconnects and controls communications between system components.
- processor 204 may provide computer processing for controller 130 .
- Processor 204 may include without limitation any type of processor, including, but not limited to, a microprocessor, a microcontroller, a digital signal processor, a personal organizer, a device controller, and a computational engine within an appliance.
- memory 206 may include without limitation high-speed random access memory, such as DRAM, SRAM, DDR RAM or other random access solid state memory devices; and may include without limitation non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid state storage devices.
- Memory 206 or one or more of the storage devices (e.g., one or more non-volatile storage devices) in memory 206 , may include a computer readable storage medium.
- memory 206 may be supplemented using portable memory storage devices 105 , such as memory cards, USB sticks, etc., that may be coupled to controller 130 via one or more interfaces 107 , such as a USB interface.
- memory 206 or the computer readable storage medium of memory 206 may store one or more of the following programs, modules and data structures to be executed by processor 204 : an operating system 216 that includes procedures for handling various basic system services and for performing hardware dependent tasks; a network communication module 218 that is used for game controller 130 to other devices (such as, personal computing devices 120 ) via the one or more communication interfaces 208 ; a database 209 for storing game session records; a database 220 for storing records associated with one or more electronic devices which are controlled using game controller 130 ; instructions 219 for functioning as a non-console video game controller and instructions 229 for functioning as a controller for one or more electronic devices.
- database 209 and/or database 220 may be saved in non-volatile memory in memory 206 .
- database 209 and/or database 220 may be stored on portable memory storage device 205 , such as memory card, USB stick, etc., coupled to game controller 130 via one or more interfaces 107 , such as a USB interface.
- Communication interface 208 enables wireless communications with one or more electronic devices and one or more personal computing devices 120 using any type of wireless communication channel capable of coupling together enabled devices.
- This wireless communication channel may include without limitation an infrared communication link or an RF link such as a Bluetooth link.
- communication interface 208 may provide support for a wired connection between the personal computing devices 120 and controller 130 .
- communication module 208 may support a USB interface 107 for insertion of a USB cable for coupling game controller 130 and a user's computer on which the user wishes to play a video game.
- output module 210 renders information to a user of game controller 130 .
- the information may be displayed on an appropriate display device such as for example and without limitation a liquid crystal display (LCD) of a touch screen.
- Output module 210 may allow the user to view more soft controls and more display windows for monitoring/controlling various devices.
- Input module 212 may accept inputs from a user of game controller 130 through the use of hard keys (e.g., buttons, arrows, etc.) and/or soft keys (e.g., as implemented using a touch screen). User inputs obtained via input module 212 may be supplied to processor 204 for processing.
- game controller 130 may provide control functionality to control one or more electronic devices, such as without limitation TV, stereo, DVD, auxiliary, etc.
- game controller 130 may provide volume controls to turn the volume up or down on a television, channel controls to turn the channel up or down on the TV, an input selection that may allow the choice of which input to display video and sound from including, video 1, video 2, HDMI and VGA, etc.
- Input module 212 may allow for various functions including turning directly to a channel on the TV.
- a power selection module (not shown) may enable the user to turn TV on and off.
- controller 130 may enable control and/or monitoring of various household devices including, light switches, heaters, air conditioners and appliances. Further, controller 130 may be used as a game controller when playing video games at one or more personal computing devices 120 .
- FIG. 3 is a block diagram of game controller systems according to some aspects of the present invention.
- FIG. 3 is a block diagram of an exemplary personal computing device 120 in accordance with certain embodiments of the present invention.
- the personal computing device 120 typically includes one or more processing units (CPUs) 302 , one or more network or other communications interfaces 304 , memory 306 , and one or more communication buses 308 for interconnecting these components.
- the communication buses 308 may include without limitation circuitry (sometimes called a chipset) that interconnects and controls communications between system components.
- Personal computing device 120 may include a user interface 310 comprising an output (e.g. display) device 312 and an input device (e.g., keyboard) 314 .
- memory 306 may include without limitation high-speed random access memory, such as DRAM, SRAM, DDR RAM or other random access solid state memory devices; and may include without limitation non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid state storage devices.
- Memory 306 may optionally include one or more storage devices remotely located from the CPU(s) 302 .
- Memory 306 , or one or more of the storage devices (e.g., one or more non-volatile storage devices) in memory 306 may include a computer readable storage medium.
- memory 306 or the computer readable storage medium of memory 306 may store one or more of the following programs, modules and data structures: an operating system 316 that includes procedures for handling various basic system services and for performing hardware dependent tasks; a network communication module 318 that is used for connecting personal computing device 120 to other computers via the one or more communication network interfaces 304 and one or more communication networks, such as the Internet, other wide area networks, local area networks, metropolitan area networks, and so on; a client application 320 that may permit a user to interact with the personal computing device 120 and/or non-console video game 322 ; and a non-console video game 322 (or data associated therewith) that may be rendered by the client application 312 .
- an operating system 316 that includes procedures for handling various basic system services and for performing hardware dependent tasks
- a network communication module 318 that is used for connecting personal computing device 120 to other computers via the one or more communication network interfaces 304 and one or more communication networks, such as the Internet, other wide area networks, local area networks, metropolitan area networks, and so on
- the video games 322 may be stored (in whole or in part) on a server (e.g., a game server) to which personal computing device 120 may be communicating using communication interface 304 and one or more communication networks, and rendered on the personal computing device 120 .
- a server e.g., a game server
- FIG. 4 depicts a rear view of a game controller 5 according to some aspects of the present invention.
- One or more buttons e.g., 65 , 67 , 68 , 69
- One or more buttons e.g., 71 , 72
- the rear housing 11 of controller 5 is typically made of plastic as is well-known in the art, and may be ergonomically shaped, for example as shown in FIG. 4 , for a comfortable grip.
- FIG. 5 depicts a top view of a game controller 5 according to some aspects of the present invention, showing certain control buttons ( 65 , 67 , 68 , 69 ) from the top. Some of these buttons (e.g., 65 , 68 ) are sometimes referred to as “triggers” in the art.
- FIG. 6 depicts a frontal perspective view of a game controller 5 according to some aspects of the present invention.
- FIG. 6 depicts the same configuration and component arrangement as FIG. 1 , but from a different angle.
- FIG. 7 depicts a front view of a game controller according to some aspects of the present invention.
- display screen 50 (referring to FIG. 1 ) is implemented as four sub-zones ( 50 A, 50 B, 50 C, 50 D), which may comprise separate buttons or other controllers, or may alternatively be implemented as different controllable areas within a touchscreen-type display.
- the separate sub-zones ( 50 A, 50 B, 50 C, 50 D) may each represent a different weapon or tool that may be available for user selection while playing a computer game.
- FIG. 8 depicts a front view of a game controller according to some aspects of the present invention.
- FIG. 9 depicts a rear view of a game controller according to some aspects of the present invention.
- FIGS. 8 and 9 depict the same configuration and component arrangements as in FIGS. 1 and 4 , respectively.
- FIG. 9 depicts an interface port/connector (e.g., a USB port) along the top of the housing ( 10 / 11 ), as well an identifying logo ( 76 ) along the back surface, which may comprise a button or other controller, or an access port for opening the housing ( 10 / 11 ).
- an interface port/connector e.g., a USB port
- FIG. 10 depicts a frontal perspective view of a game controller according to some aspects of the present invention.
- FIG. 10 depicts the same configuration and component arrangement as FIG. 1 , but from a different angle.
- FIG. 11 depicts exemplary button and other controller actuator bindings and mappings using a game controller according to some aspects of the present invention.
- FIG. 12 depicts an exploded view of components comprising a game controller assembly according to some aspects of the present invention.
- multiple components are arranged between front housing 10 and rear housing 11 , such as trackpad/display/button template/membrane 1210 , central button (and/or display) array module 1220 , trackpad/haptics (and top buttons) module 1230 , and rear button module 1240 .
- FIG. 13 depicts an exemplary game controller in use by a human according to some aspects of the present invention.
- Interface cable 1310 connects controller 5 to a computer, game console, or other appropriate device.
- Other embodiments use wireless connection technology between controller 5 and the connected device.
- Game controllers combine the functionality of three standard Universal Serial Bus (USB) Human Interface Devices (HID): the mouse, the keyboard, and the game controller.
- the device may be configured through software such that the various inputs (i.e., buttons, joysticks) on the physical controller may be mapped to each of these HID devices simultaneously.
- a user may configure a controller according to aspects of the present invention such that pressing its right trigger appears to the host computer as though a left mouse-click has occurred and moving its joystick north appears to the host computer as though the ‘W’ key on a keyboard has been pressed.
- controllers report as a USB keyboard, mouse and gamepad.
- the controller may be dynamically re-configured each time a game is started with a custom built profile for that game. For example, in one game the triggers may be bound to left and right click, while in another game they could be pressing the Enter and Alt keys.
- Certain controllers according to aspects of the present invention comprise two circular trackpads (e.g., trackpads 15 and 20 as shown in FIG. 1 and other figures). Driven by the player's thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. In certain embodiments, the trackpads allow higher fidelity input than has previously been possible with traditional handheld controllers, in certain embodiments approaching or surpassing that of a desktop mouse.
- Trackpads by their nature, are typically less physical than thumbsticks. By themselves, they are typically “light touch” devices and do not offer the kind of visceral feedback that players get from pushing joysticks around. Adding more physicality to the experience is thus desirable in certain implementations. Moreover, “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), may not provide sufficient physicality in certain implementations.
- certain controllers implement haptic feedback based on dual linear resonant actuators to provide relatively higher precision than in certain prior art implementations.
- These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.
- This haptic capability provides a vital channel of information to the player in certain embodiments, delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware.
- the haptics-related components in certain implementations may also play audio waveforms and function as speakers.
- buttons 50 In the center of the controller according to certain embodiments is another touch-enabled surface (e.g., item 50 as shown in FIG. 1 and other figures), this one backed by a high-resolution screen.
- the screen allows a virtually infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.
- this entire screen ( 50 ) itself is also clickable, like a large single button.
- actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want.
- Players i.e., users
- the touch screen may work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes.
- buttons and input zone are placed on the game controller based on frequency of use, precision required and ergonomic comfort. In certain embodiments there are a total of sixteen buttons. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. In some embodiments all controls and buttons are placed symmetrically, making left or right handedness switchable via a software configuration checkbox.
- Certain embodiments implement a legacy mode that allows the controller to present itself as a keyboard and mouse.
- User communities may use configuration tools to create and share bindings for their favorite games. Players may choose from a list of the most popular configurations.
- the left pad sends “WADS” events and the right pad controls the mouse.
- Either trackpad is capable of virtualization an analog stick, trackball and mouse, and any combination of the three at any time.
- rotation is a direct input resulting in a 1:1 motion where the camera's rotation is tightly coupled to the two-dimensional panning of the user's thumb.
- continuous rotation is then exhibited, similar to the input that occurs when a traditional analog stick reaches the outer limit of its enclosure. This is helpful for many typical gameplay motions, such as smoothly circle-strafing or tracking an object in space.
- a user may also perform a single flick motion which will result in their point of view quickly rotating a full 180 degrees.
- buttons there are eight discrete buttons available to the user while the user keeps his or her thumbs on the trackpads. Face buttons like the “ABXY” buttons used in some prior art implementations are now reserved for infrequent or tertiary tasks like taunting or communication.
- the two trackpads on controllers are fully configurable, and the two trackpads may be configured independently.
- the right trackpad may be configured to perform a 1:1 view control mode
- the left trackpad may be configured as a “D pad,” which is divided up into pie-shaped segments, where up-and-down correspond to traditionally used “W” and “S” keys, and left-and-right correspond to the “A” and “D” keys.
- two trackpads may be configured to both utilize mouse mode. This effectively doubles the trackpad real-estate available to the user, allowing input to occur across a large virtual space while maintaining a high degree of precision.
- both trackpads are configured as mouse pointers
- they may be used to control the mouse alternately.
- the two mouse movements get blended together, so user may move first with the left thumb and then with the right thumb, for example, which allows the user to perform a very quick walk across the display screen. This provides a comfortable way for a user to control games that need to move the mouse very precisely, and/or over large distances.
- the left trackpad may be configured to control the camera using the arrow keys
- the right trackpad may be configured as a 1:1 mouse pointer.
- the bottom buttons may be configured to zoom in and zoom out.
- this configuration facilitates a very fluid way to zoom around a map, and to zoom in and inspect a user's assets, such as in certain strategy games (e.g., Civilization 5 from Firaxis Games).
- the game controller trackpads and buttons may be configured to facilitate playing first-person shooter games without having to enable any automatic aiming features.
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Abstract
Description
Claims (17)
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US20190299094A1 (en) | 2019-10-03 |
US10328344B2 (en) | 2019-06-25 |
US20150105152A1 (en) | 2015-04-16 |
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